varying highp vec2 sampleCoord; | |
uniform sampler2D _qt_texture; | |
uniform lowp vec4 color; | |
uniform lowp vec4 styleColor; | |
uniform mediump float alphaMin; | |
uniform mediump float alphaMax; | |
uniform mediump float outlineAlphaMax0; | |
uniform mediump float outlineAlphaMax1; | |
void main() | |
{ | |
mediump float d = texture2D(_qt_texture, sampleCoord).a; | |
mediump float a = smoothstep(alphaMin, alphaMax, d); | |
gl_FragColor = step(1.0 - a, 1.0) * mix(styleColor, color, a) | |
* smoothstep(outlineAlphaMax0, outlineAlphaMax1, d); | |
} |